| Commit message (Collapse) | Author | Age | Files | Lines |
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This conflicts with the GLSL 1.30+ rules for derivatives after a
discard has occurred.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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And lay the groundwork for GL_ARB_debug_output.
v2: Add descriptive comments.
Reviewed-by: Brian Paul <[email protected]>
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I've had this code laying around almost done for a long time. The
idea is like opt_structure_splitting, that we've got a bunch of
transforms at the GLSL IR level that only understand scalars and
vectors, which just skip complicated dereferences. While driver
backends may manage some optimization after they split matrices up
themselves, it would be better to bring all of our optimization to
bear on the problem.
While I wasn't expecting changes quite yet, a few programs end up
winning: a gstreamer convolution shader, and the Humus dynamic
branching demo:
Total instructions: 269430 -> 269342
3/2148 programs affected (0.1%)
1498 -> 1410 instructions in affected programs (5.9% reduction)
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Nothing actually relied on them being mutable, and there was at least
one cast which discarded const qualifiers. The next patch would have
introduced many more.
Casting away const qualifiers should be avoided if at all possible.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This stuffs them all in a struct for sanity. Fixes piglit
glsl-1.30/execution/switch/fs-uniform-nested.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Ian Romanick <[email protected]>
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NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Up until now modifying the GLSL compiler has been pretty straightforward.
This is where things get interesting. But still pretty straightforward.
Switch statements can be thought of a series of if/then/else statements.
Case labels are compared with the value of a test expression and the case
statements are executed if the comparison is true.
There are a couple of aspects of switch statements that complicate this simple
view of the world. The primary one is that cases can fall through sequentially
to subsequent case, unless a break statement is encountered, in which case,
the switch statement exits completely.
But break handling is further complicated by the fact that a break statement
can impact the exit of a loop. Thus, we need to coordinate break processing
between switch statements and loop statements.
The code generated by a switch statement maintains three temporary state
variables:
int test_value;
bool is_fallthru;
bool is_break;
test_value is initialized to the value of the test expression at the head of
the switch statement. This is the value that case labels are compared against.
is_fallthru is used to sequentially fall through to subsequent cases and is
initialized to false. When a case label matches the test expression, this
state variable is set to true. It will also be forced to false if a break
statement has been encountered. This forcing to false on break MUST be
after every case test. In practice, we defer that forcing to immediately after
the last case comparison prior to executing a case statement, but that is
an optimization.
is_break is used to indicate that a break statement has been executed and is
initialized to false. When a break statement is encountered, it is set to true.
This state variable is then used to conditionally force is_fallthru to to false
to prevent subsequent case statements from executing.
Code generation for break statements depends on whether the break statement is
inside a switch statement or inside a loop statement. If it inside a loop
statement is inside a break statement, the same code as before gets generated.
But if a switch statement is inside a loop statement, code is emitted to set
the is_break state to true.
Just as ASTs for loop statements are managed in a stack-like
manner to handle nesting, we also add a bool to capture the innermost switch
or loop condition. Note that we still need to maintain a loop AST stack to
properly handle for-loop code generation on a continue statement. Technically,
we don't (yet) need a switch AST stack, but I am using one for orthogonality
with loop statements, in anticipation of future use. Note that a simple
boolean stack would have sufficed.
We will illustrate a switch statement with its analogous conditional code that
a switch statement corresponds to by examining an example.
Consider the following switch statement:
switch (42) {
case 0:
case 1:
gl_FragColor = vec4(1.0, 2.0, 3.0, 4.0);
case 2:
case 3:
gl_FragColor = vec4(4.0, 3.0, 2.0, 1.0);
break;
case 4:
default:
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}
Note that case 0 and case 1 fall through to cases 2 and 3 if they occur.
Note that case 4 and the default case must be reached explicitly, since cases
2 and 3 break at the end of their case.
Finally, note that case 4 and the default case don't break but simply fall
through to the end of the switch.
For this code, the equivalent code can be expressed as:
int test_val = 42; // capture value of test expression
bool is_fallthru = false; // prevent initial fall through
bool is_break = false; // capture the execution of a break stmt
is_fallthru |= (test_val == 0); // enable fallthru on case 0
is_fallthru |= (test_val == 1); // enable fallthru on case 1
is_fallthru &= !is_break; // inhibit fallthru on previous break
if (is_fallthru) {
gl_FragColor = vec4(1.0, 2.0, 3.0, 4.0);
}
is_fallthru |= (test_val == 2); // enable fallthru on case 2
is_fallthru |= (test_val == 3); // enable fallthru on case 3
is_fallthru &= !is_break; // inhibit fallthru on previous break
if (is_fallthru) {
gl_FragColor = vec4(4.0, 3.0, 2.0, 1.0);
is_break = true; // inhibit all subsequent fallthru for break
}
is_fallthru |= (test_val == 4); // enable fallthru on case 4
is_fallthru = true; // enable fallthru for default case
is_fallthru &= !is_break; // inhibit fallthru on previous break
if (is_fallthru) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}
The code generate for |= and &= uses the conditional assignment capabilities
of the IR.
Reviewed-by: Kenneth Graunke <[email protected]>
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We now tie the grammar to the ctors of the ASTs they reference.
This requires that we actually have definitions of the ctors.
In addition, we also need to define "print" and "hir" methods for the AST
classes. The Print methods are pretty simple to flesh out. However, at this
stage of the development, we simply stub out the "hir" methods and flesh
them out later.
Also, since actual class instances get returned by the productions in the
grammar, we also need to designate the type of the productions that
reference those instances.
Reviewed-by: Kenneth Graunke <[email protected]>
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This extension introduces a new sampler type: samplerExternalOES.
texture2D (and texture2DProj) can be used to do a texture look up in an
external texture.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Setting this flag prevents declarations of uniforms from being removed
from the IR. Since the IR is directly used by several API functions
that query uniforms in shaders, uniform declarations cannot be removed
after the locations have been set. However, it should still be safe
to reorder the declarations (this is not tested).
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41980
Tested-by: Brian Paul <[email protected]>
Reviewed-by: Bryan Cain <[email protected]>
Cc: Vinson Lee <[email protected]>
Cc: José Fonseca <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Yuanhan Liu <[email protected]>
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Very simple shaders don't actually use GLSL built-ins. For example:
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_FragColor = vec4(0.0);
Both of the shaders used by _mesa_meta_glsl_Clear() also qualify.
By waiting to initialize the built-ins until the first time we need to
look for a signature, we can avoid the overhead entirely in these cases.
Makes piglit run roughly 18% faster (255 vs. 312 seconds).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We were splitting on each side of an unlinked program, and the two
sides lost track of which variables they referenced, resulting in
assertion failure during validation. Fixes piglit
link-struct-uniform-usage.
Reviewed-by: Ian Romanick <[email protected]>
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It's the same as GL_AMD_conservative_depth. The specs have slight
differences in wording, but don't differ in content or behavior.
Signed-off-by: Kenneth Graunke <[email protected]>
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Instead of using a chain of manually maintained if/else blocks to
handle "#extension" directives, we now consult a table that specifies,
for each extension, the circumstances under which it is available, and
what flags in _mesa_glsl_parse_state need to be set in order to
activate it.
This makes it easier to add new GLSL extensions in the future, and
fixes the following bugs:
- Previously, _mesa_glsl_process_extension would sometimes set the
"_enable" and "_warn" flags for an extension before checking whether
the extension was supported by the driver; as a result, specifying
"enable" behavior for an unsupported extension would sometimes cause
front-end support for that extension to be switched on in spite of
the fact that back-end support was not available, leading to strange
failures, such as those in
https://bugs.freedesktop.org/show_bug.cgi?id=38015.
- "#extension all: warn" and "#extension all: disable" had no effect.
Notes:
- All extensions are currently marked as unavailable in geometry
shaders. This should not have any adverse effects since geometry
shaders aren't supported yet. When we return to working on geometry
shader support, we'll need to update the table for those extensions
that are available in geometry shaders.
- Previous to this commit, if a shader mentioned
ARB_shader_texture_lod, extension ARB_texture_rectangle would be
automatically turned on in order to ensure that the types
sampler2DRect and sampler2DRectShadow would be defined. This was
unnecessary, because (a) ARB_shader_texture_lod works perfectly well
without those types provided that the builtin functions that
reference them are not called, and (b) ARB_texture_rectangle is
enabled by default in non-ES contexts anyway. I eliminated this
unnecessary behavior in order to make the behavior of all extensions
consistent.
NOTE: This is a candidate for the 7.10 and 7.11 branches.
Reviewed-by: Ian Romanick <[email protected]>
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ast_expression::print() had an incorrect index into the subexpressions
array, so (a ? b : c) was being incorrectly rendered as (a ? b : b).
Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Marek Olšák <[email protected]>
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It's just an alias of the ARB variant with some GLSL compiler changes.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Tested-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Also make the GL_ARB_draw_instanced block follow the same pattern as
the other blocks.
Tested-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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It apparently regressed a bunch of ES2 cases.
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This patch cleans up many of the extra copies in GLSL IR introduced by
i965's scalarizing passes. It doesn't result in a statistically
significant performance difference on nexuiz high settings (n=3) or my
demo (n=10), due to brw_fs.cpp's register coalescing covering most of
those extra moves anyway. However, it does make the debug of wine's
GLSL shaders much more tractable, and reduces instruction count of
glsl-fs-convolution-2 from 376 to 288.
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Passing ralloc_vasprintf_append a 0-byte allocation doesn't work. If
passed a non-NULL argument, ralloc calls strlen to find the end of the
string. Since there's no terminating '\0', it runs off the end.
Fixes a crash introduced in 14880a510a1a288df0778395097d5a52806abfb0.
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Previously we'd happily compile GLSL 1.30 shaders on any driver. We'd
also happily compile GLSL 1.10 and 1.20 shaders in an ES2 context.
This has been a long standing FINISHME in the compiler.
NOTE: This is a candidate for the 7.9 and 7.10 branches
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All the necessary compiler infrastructure for AMD_conservative_depth is in
place, so it's safe to enable it in the parser.
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Shaves 1.6% (+/- 1.0%) off of ff_fragment_shader glean texCombine time
(n=5).
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Conflicts:
src/gallium/auxiliary/draw/draw_llvm.c
src/gallium/drivers/llvmpipe/lp_state_fs.c
src/glsl/ir_set_program_inouts.cpp
src/mesa/tnl/t_vb_program.c
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NOTE: This is a candidate for the 7.9 branch.
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This should save on the overhead of tree-walking and provide a
convenient place to add more instruction lowering in the future.
Signed-off-by: Ian Romanick <[email protected]>
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This adds proper support for the GL_ARB_shader_stencil_export extension
to the GLSL compiler. Thanks to Ian for pointing out where I need to add things.
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Only layout(location=#) is supported. Setting the index requires GLSL
1.30 and GL_ARB_blend_func_extended.
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This will ease adding non-bit fields in the near future.
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Fixes piglit test CorrectFull.frag.
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Changes in v2:
- Base class renamed to ir_control_flow_visitor
- Tried to comply with coding style
This is a new pass that supersedes ir_if_return and "lowers" jumps
to if/else structures.
Currently it causes no regressions on softpipe and nv40, but I'm not sure
whether the piglit glsl tests are thorough enough, so consider this
experimental.
It can be asked to:
1. Pull jumps out of ifs where possible
2. Remove all "continue"s, replacing them with an "execute flag"
3. Replace all "break" with a single conditional one at the end of the loop
4. Replace all "return"s with a single return at the end of the function,
for the main function and/or other functions
This gives several great benefits:
1. All functions can be inlined after this pass
2. nv40 and other pre-DX10 chips without "continue" can be supported
3. nv30 and other pre-DX10 chips with no control flow at all are better supported
Note that for full effect we should also teach the unroller to unroll
loops with a fixed maximum number of iterations but with the canonical
conditional "break" that this pass will insert if asked to.
Continues are lowered by adding a per-loop "execute flag", initialized to
TRUE, that when cleared inhibits all execution until the end of the loop.
Breaks are lowered to continues, plus setting a "break flag" that is checked
at the end of the loop, and trigger the unique "break".
Returns are lowered to breaks/continues, plus adding a "return flag" that
causes loops to break again out of their enclosing loops until all the
loops are exited: then the "execute flag" logic will ignore everything
until the end of the function.
Note that "continue" and "return" can also be implemented by adding
a dummy loop and using break.
However, this is bad for hardware with limited nesting depth, and
prevents further optimization, and thus is not currently performed.
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This increases the chance that GLSL programs will actually work.
Note that continues and returns are not yet lowered, so linking
will just fail if not supported.
Signed-off-by: Ian Romanick <[email protected]>
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Create a dummy context in the standalone compiler and pass it to
_mesa_glsl_parse_state.
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This should make it easier to change the default version based on the
API (say, version 1.00 for OpenGL ES).
Also, synchronize the symbol table's version with the parse state's
version just before doing AST-to-HIR. This way, it will be set when
it matters, but the main initialization code doesn't have to care about
the symbol table.
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